My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Good
F2P score
RIP

2 problems 5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Baby Dragon Inferno Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Baby Dragon Dark Prince Royal Ghost Inferno Dragon Skeleton King

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Missing

Damage spells

Spells in your deck. Having at least one or two is recommended.

Missing

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Dark Prince Royal Ghost

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Baby Dragon Dark Prince Royal Ghost Skeleton King

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Dark Prince Royal Ghost

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Skeleton Army Dark Prince Inferno Dragon Skeleton King
Giant Snowball
Skeleton Army Baby Dragon Inferno Dragon Skeleton King
Zap
Skeleton Army Dark Prince Inferno Dragon Skeleton King
Barbarian Barrel
Knight Skeleton Army Dark Prince Royal Ghost Skeleton King
The Log
Skeleton Army Dark Prince Skeleton King
Earthquake
Skeleton Army Skeleton King
Arrows
Skeleton Army Skeleton King
Royal Delivery
Knight Skeleton Army Baby Dragon Dark Prince Royal Ghost Inferno Dragon Skeleton King
Fireball
Skeleton Army Baby Dragon Inferno Dragon Skeleton King
Poison
Skeleton Army Skeleton King
Lightning
Knight Baby Dragon Dark Prince Inferno Dragon Skeleton King
Rocket
Inferno Dragon Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Dark Prince Royal Ghost Skeleton King

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Knight Skeleton Army Baby Dragon Dark Prince Royal Ghost Inferno Dragon

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Mirror Knight Skeleton Army Royal Ghost Baby Dragon Dark Prince Inferno Dragon Skeleton King

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

9 Mirror Knight Skeleton Army Royal Ghost

Attack Synergies 2 5

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Knight
Baby Dragon
Mirror
Skeleton Army Royal Ghost
Skeleton Army
Skeleton King Mirror
Baby Dragon
Knight Dark Prince Inferno Dragon
Dark Prince
Baby Dragon Royal Ghost
Royal Ghost
Mirror Dark Prince
Inferno Dragon
Baby Dragon
Skeleton King
Skeleton Army

Defense Synergies 1 10

Knight
Skeleton Army Baby Dragon
Mirror
Skeleton Army Inferno Dragon
Skeleton Army
Mirror Knight Inferno Dragon Skeleton King
Baby Dragon
Knight Dark Prince Inferno Dragon Skeleton King
Dark Prince
Baby Dragon Royal Ghost
Royal Ghost
Dark Prince
Inferno Dragon
Mirror Skeleton Army Baby Dragon Skeleton King
Skeleton King
Skeleton Army Baby Dragon Inferno Dragon

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Knight Baby Dragon
Skeleton Army Inferno Dragon Knight Dark Prince
Skeleton Army Knight Dark Prince Inferno Dragon
Skeleton Army Inferno Dragon Knight Dark Prince Skeleton King
Skeleton Army Dark Prince
Skeleton Army Baby Dragon Dark Prince Royal Ghost
Inferno Dragon Baby Dragon
Baby Dragon
Inferno Dragon Skeleton Army Skeleton King
Knight Skeleton Army Dark Prince Royal Ghost
Skeleton Army Knight Baby Dragon Dark Prince Royal Ghost Skeleton King
Inferno Dragon Baby Dragon
Skeleton Army Knight Dark Prince
Skeleton Army Baby Dragon Dark Prince Royal Ghost Skeleton King
Skeleton Army Inferno Dragon Knight Skeleton King
Skeleton Army Inferno Dragon
Knight Skeleton Army Dark Prince
Knight Skeleton Army Baby Dragon Dark Prince Royal Ghost
Baby Dragon Knight Dark Prince Royal Ghost Inferno Dragon
Inferno Dragon
Skeleton Army Dark Prince Royal Ghost Knight Baby Dragon

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Skeleton Army Dark Prince Royal Ghost
Knight Baby Dragon Royal Ghost Inferno Dragon
Skeleton Army Knight Dark Prince
Skeleton Army Dark Prince Knight
Knight Skeleton Army Dark Prince Inferno Dragon
Baby Dragon
Skeleton Army Dark Prince Knight
Knight Skeleton Army Dark Prince Inferno Dragon
Knight Skeleton Army Baby Dragon Dark Prince Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Knight Dark Prince
Skeleton Army Dark Prince
Skeleton Army Dark Prince Knight Skeleton King
Skeleton Army Baby Dragon
Skeleton Army Knight Baby Dragon Dark Prince Inferno Dragon Skeleton King
Baby Dragon Dark Prince Royal Ghost Inferno Dragon Skeleton King

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Knight Baby Dragon Royal Ghost
Baby Dragon Royal Ghost
Baby Dragon
Knight Dark Prince
Baby Dragon Dark Prince
Baby Dragon
Baby Dragon
Baby Dragon
Knight Dark Prince
Baby Dragon
Knight Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Dark Prince
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Dark Prince
Inferno Dragon
Baby Dragon Royal Ghost
Baby Dragon
Baby Dragon
Baby Dragon
Skeleton Army Dark Prince
Baby Dragon
Knight Baby Dragon Dark Prince
Baby Dragon Skeleton King
Dark Prince
Baby Dragon Skeleton King
Baby Dragon Dark Prince Royal Ghost

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